121,643 Commits over 4,048 Days - 1.25cph!
changed fish to include swim shader and removed rigged/bone anim fish
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Added a coal ore mesh that can be animated inside the coaling tower scrap bin
A and B idle variants. Inventory anim controller now transitions between both clips + loops
Show lock state in camera info
Egg suit support (just shows the texture, showing on a 3d model would be problematic)
Fixed the stutter at the start of the ore emptying process
Merge from physical_camera_convar
Further tweaks to idle animation
Scene + animation backups
Added a start delay for removing ore, allowing the vacuum to lower first
client.showDemoCamInfo can now be used whenever the debug camera is active, not just in demos (still admin only)
Button animations, sync some more flag data
Coaling tower button setup
Only apply the physical camera defaults once
Add client.showDemoCamInfo to print a readout of the current camera settings to the UI
Changed ip to a string, added "faster browser" checkbox, optimized IsServerBanned, concept works now
When switching to physical camera settings, apply defaults of Super 35/35mm
Consolidate initial refresh into a new single command
First pass at a collection of tiled cube prefabs for map makers (wood, metal, brick, concrete, etc)
Refactored broswer logic through a new IUGCBrowserEntity interface rather than extending ISignage (since not all UGC is signage eg. cassettes)
Signs that have been picked up are now visible in the UGC admin tab
Fixed sign edit history being cleared when picking and redeploying a sign
A basic editor window to "drive" objects around in the editor scene view
Fix outline around the island billboards in certain lighting
Increase the size of island billboards so they are a bit easier to see
FX/Lighting/Damage iteration for locos & carriages.
Possible fix for server NRE when handling ping responses from other zones
Coaling Tower script rename
Merge Main -> Trainyard Update
Eject all inactive entities from the ferry when departing so ferries can't accumulate junk
hapis island military tunnel AI setup tests
Set all environment volumes in stables and fishing villages to Building instead of BuildingDark
Lighthouse / brightened up some environment volumes
Added XOR switches
Made interior lights controllable via switches
Added devLocalCoord shader for Paddy
Added XOR light switches to the supermarket
Light up the spermket sign
Added some additional ambient lights
Replaced environment volumes with Building
Light switch prefab update / made status lights work again
Rebuilding the DLSS wrapper to use Streamline
Replaced gas station environment volumes with Building volume instead of BuildingDark
Added XOR light switches to the gas station